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You will need a ton of dex, wisom and con.
That is called being multi ability score dependent and takes away the ability to build a strength based character entirely.
Pathfinder 2e with its stance mechanic means I could dump dex entirely and be a strength based monk by simply grabbing mountain stance which gives a passive bump to AC (but negates dex to AC) and a boost to grapple checks (just one of more then a dozen stance options, each offering a passive of some sort in either damage, ac, ability checks etc..)
If wizards would make a similar mechanic you could see all kinds of monk builds using stuff other then just dex & wisom.
Their free archetype rule or simply spending a class feat to grab something from another class also lets you pick up some stuff from other classes on occasion.
Heck one of the most fun characters I ever had was a monk that dropped dex and wisdom entirely for strength and charisma then grabbed the sorcerer archetype so I could get dragon claws (a few spells) and eventually wings & a breath attack.
In 5e I would never be able to get that kind of stat spread and would be stuck with having to go the dex, wisdom and con route.
Not tried monk, i want to, just in another playthrough. However, one thing I will say. Without too many spoilers. I've seen lots of awesome monk related gear in Act 3
Only really viable once you hit level 4 and pick up Tavern Brawler. They've changed it to just double your str for improvised and unarmed attack rolls and damage, making your unarmed strikes that much more accurate and powerful, but given that monks are already so MAD something will have to be sacrificed. Fortunately there are enough clothing items that boost AC or Dex that it won't be a major issue for too long.
I'm tempted to get druid to open up my spell and range options. But so far, the way of the elements plus the addition of spell rings broaden my build a lot.
Druid spells are terrible in BG3, don't even bother. Really only useful as something to do between wildshapes, and healing after fights. Druids in general are pretty awful. They are weak early, strong in the mid game, and fall off horribly late game.
Played Support = Dont need high damage
These are all good, if you know how to play.
Dont need Druid's Hand, but brain.
+Hellrider's Pride Gloves
-Guidance
-Spike Growth
-Faerie fire
-Healing word
-Darkness
-Entangle
-Fog Cloud
-Heat Metal
-Conjure Dryad
-Ice Storm
Or just swing with a hasted GWM fighter/zerker and do 200+ damage a round without spell slot usage. Not to mention how many counterspells you run into later. Druid just ends up wishing it had haste, and trying to melee with wildshape. Icestorm often does more harm than good. Heat metal ain't sticking on nothing on Tactician, summon dryad makes you constantly go to camp and return to warp it to you because it can't jump, nothing that darkness/fog cloud/spike growth add that doing a crap ton of damage doesn't do better.
The best CC in BG3 is Wall of stone anyway... or just killing things faster.
This coming from a guy doing a druid playthrough... there is nothing I add that anoter martial wouldn't add more. The zerker barb in the group does 90% of the work itself.
Hell Paladins are honestly better as a support class. Better on demand healing. + the best healing spell in the game. Same with Bard. Nothing really compares to Warden of Vitality.